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Showing results for tags 'memory'.
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hey guys, did you have a cool trick to search a specific tween in memory ? In a complexe deep events with multiple promises, i can destroy tweens but also keep some specific looping tween active ! And it become little bit hard when inside a breakpoint , to look and debug in memory if all go fine. You know when your search current active objects in memory. It hard to know what tween i need keep or release to gc. Did you have a tricks or maybe a thing we can do to know what tween are currently in memory when debuging? The example upper show me when snapp the memory, i have 10 tween in memory can't release in GC , and it hard to know wish and where the are come from. i was think about something like const t = TweenMax.staggerTo(container.children, 4, {x:()=>`+=${Math.randomFrom(4,-8)}`,y:()=>`+=${Math.randomFrom(7,-10)}`, ease: Power1.easeInOut, repeat:-1, yoyo:true}, 0.2); // this not work, but a kind of naming memory to easy search if the tween was destroyed in memory? t.memoryName('blablaMemoryID'); // create a easy search reference for debug only Because i notice some memory leak from my events, and am trying to debug, but it hard to know what,where,when, from in a complex and deep events with a lots of tweenings features.. What your suggest to me , did you have good trick to learn me. It will be very cool guys if you can release us a video to how debug memory for your tweens engines (tips tricks). or maybe your already have one i didnt seen! it could help to master the tween and the mistakes not to do, I'm sure I made a stupid mistake somewhere that causes me a memory leak. sorry if this is a stupid question or not related to your engine :), hope you can help me here. Also sorry for poor english, i try my best
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hi guys, i noticed when i delete a objets, the easing still loaded in memory. What the best way to manage your api for a video game ? do i need to stock all instance in a buffer and batch destroys them ? Example here, all those objects not exist in my render, they was deleted, but keep existing in memory from your API. What best practice, recommendation for manage the garbage collector ? Did you have something native implemented yet? thanks
- 2 replies
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- garbage collector
- heap
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Hi, I'm using TweenMax with PIXI.js to tween positions of objects... I have lots of objects being spawned, tweened and then destroyed. When I just create an object and then destroy it and make it null, it gets removed from memory (using Chrome heap snapshot to check). If I create the object then tween it, then call kill() on the tween and destroy my object, it the object hangs about in memory. Its seems that TweenMax is keeping reference to the target I set the tween on, even after I have called kill() on the tween, in some kind of lookup dictionary in TweenMax. So I'm building up a lot of objects in memory that I can't clear, which is a big problem. Is there a way to flush this cache of objects in TweenMax when I kill a tween? Thanks Rich
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how is a best way to generate animate and kill then for memory optimize? im include tweenmax ang generate animation but is continued trigger and jsheap increase all time. see screen capture
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Hello, I'm using Greensock in my application and recently I joined the club. I now do some profiling on my application because there's a memory leak and I'm trying to find it. I am using a custom static class I have found here. Basically, I add an instance of an object I want to track to a Dictionary that constructed with weakKeys set to true, and then after I remove the object the tool calls System.gc 4 times and then prints all the keys that are still exists in the dictionary. To make things short, if I tween the object, there's still exists a reference to the object, while if I don't tween, there isn't. I even tried to kill the tween but It didn't change a thing, Is there a fix or am I doing something wrong here?
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Hi, Just need to sanity check what I am doing and get best advice on clearing loadermax queue (and contents) from memory. So, I am using a LoaderMax queue in Air to download & store locally a series of assets (images, videos, pdfs). _queue.append(new DataLoader(itemURL, {name:itemID, format:"binary", estimatedBytes:_estBytes_general, autoDispose:true}) ); I should say at this point I am not yet doing the saving to local filesystem (so that is not influencing memory) So, Potentially I may have 100's of MB of files which may kill the app if I wait until the end of the queue. So as a queue "child" loads in, I am (going to) save to file, then I kill of the child & it's contents. I also call garbage collection at this point (Air only). function queueChildComplete(event:LoaderEvent):void { event.target.unload(); _queue.remove(event.target as LoaderCore); System.gc(); } When the entire queue completes, I then call the following to clear the queue from memory (not that their should be anything in there anymore). _queue.unload(); _queue.dispose(true) _queue.empty(true,true); System.gc(); Don't think I need to be calling all of those unload, dispose & empty.. but you know belt & braces! Now the problem is, when I trace System.privateMemory before (just before queue.load) & after the operation, memory has increased by the size of the files downloaded. 1) What is the text book method of disposing of a queue, and it's contents .. totally from memory (knowing that I will have re instantiate it later). 2) Do you have a handy tool that will stream files directly to the local filesystem for AIR apps (using urlstream perhaps). Many Thanks
- 6 replies
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- Memory
- DataLoader
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Alright, I'm 100% stuck, and I really need some help with my project. Below is a link to the FULL project so you can see everything that's there and test it yourself. It's 180MB, sorry for the filesize, but its like 78MB of video and some sound and other things. http://www.mediafire.com/?5eox4gderare717 The project is one frame, on the frame there is a movie clip called rewinder. inside rewinder theres about 24 frames that left and right arrows on screen navigate between, and plays different videos. I'm loading videos 2 in front and 2 behind the current frame, and unloading any videos outside that threshold, but it's not helping. Further details but not super relevant I dont think: the swf is referencing a php file every 2.5 seconds that has a variable I'm using. The problem: Run the swf, and you'll see your RAM usage and CPU usage skyrocket. I've compressed the videos as much as I can, I'm using Loadermax, loading the videos when needed, unloading them when they're not needed, but it's just detrimental to the computer. It literally starts to crash other programs and slow the computer down because it's too intense on it. I don't know what the problem is or how to fix it. Furthermore, when you navigate pages, the RAM usage endlessly goes up well beyond 1GB. Is there a way that I can test where a memory leak is occuring? Does this seem like a LoaderMax issue? I'm a designer primarily and trying to work with AS3 and greensock, so I apologize that the code isn't refactored well or optimized. Any help would be TREMENDOUSLY appreciated, please let me know if I can supply with anything else thats needed for testing. The project is up and online at www.helpg.us. Please don't post that link around right now, just saying that so you can see the full file online running.